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Bleeding

Started by julien, October 20, 2003, 02:37:52 PM

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julien

Is there a rule for handling the effects of loss of blood due to  a wound immediately after a fight ?
As it stands, if you get cut while fighting, you have to roll against BL at every round (= a few seconds) to avoid losing health.
This is fine during a fight, but once you have won the battle, any roll against even a modest BL will kill you if you have to do it every few seconds.
The rules on healing are proper for treating recovery, but not well suited to determine if someone lost too much blood and will die within a few minutes/hours.
Tha'ts a grim question, but I wonder just how quickly somebody would bleed to death from a serious wound. It's probably impossible to provide a simple answer, but it is clear that you can lose a limb and still survive. How can this be modelled with TROS rules ?

Caz

Well if it's after the battle and the character no longer has such pressing physical tasks, it's easy enough to get first aid, apply pressure to a wound, whatever.  Internal bleeding may be another matter and require a surgeon, but for the most part it should be simple.

Callan S.

On first coming to this forum I had the same question (amongst others). Pretty much its handled the same way infection from wounds is...it isn't (unless somthings come out I don't know about). Tros pretty much concentrates on dramatic death...your head coming off or bleeding to death just before your head comes off. Dying in the gutter from blood loss or infection isn't part of the rules.
Philosopher Gamer
<meaning></meaning>

Thanaeon

Yes, TRoS doesn't cover the effects of bleeding wounds after battle (unless you just keep bleeding until the bleeding is stopped. I was also very surprised to find that there were no rules for infections, considering that even Exalted, a "slightly" less gritty game, has them.

That said, if you feel you need them, house-rule away..!

Caz

There are rules for infection (the sickness/disease/aging rules) and there are rules for bleeding after a battle (the same bleeding rules)

Callan S.

Quote from: CazThere are rules for infection (the sickness/disease/aging rules) and there are rules for bleeding after a battle (the same bleeding rules)

I think the question isn't of what effects infection has (which may be listed), but when it occurs. Personally I'm glad it isn't laid in stone...it would influence whether such things should be ignored or handled narratively rather that rule wise.

As for bleeding after battle, a page number would be nice and all, rather than just a contrary interjection. :)
Philosopher Gamer
<meaning></meaning>

Sneaky Git

Quote from: Noon
Quote from: CazThere are rules for infection (the sickness/disease/aging rules) and there are rules for bleeding after a battle (the same bleeding rules)

I think the question isn't of what effects infection has (which may be listed), but when it occurs. Personally I'm glad it isn't laid in stone...it would influence whether such things should be ignored or handled narratively rather that rule wise.

As for bleeding after battle, a page number would be nice and all, rather than just a contrary interjection. :)

Bleeding rules can be found on pages 96-99 of the main rulebook.  Basically, after combat, anyone with First Aid can make a check (each wound is considered separate) to stem the flow of blood.  A successful check reduces Blood Loss by 3 for every success.

Once the bleeding has stopped, long-term healing may begin, working in a similar fashion.  First Aid is not required for Level 1 or 2 wounds.  Level 5 wounds (ick...these are nasty...) need the skills of a Chirurgeon.

At the end of each week a [HT/Pain of Individual Wound] roll may be made (once again, a single roll per wound), each success lowering the Pain (and TN for the next weeks roll) by 1.  This roll is modified by conditions (location and medical assistance) and injury (cutting, piercing, etc...) type.

Infection, as far as I can tell, is not mentioned specifically.  One could, conceivably, utilize the Sickness/Disease rules on pages 98-99 to approximate the effects of infection.  I'm not certain how I would handle it, but will think on it.

Chris
Molon labe.
"Come and get them."

- Leonidas of Sparta, in response to Xerxes' demand that the Spartans lay down their arms.

Caz

For when infection starts, how about this:  At the end of the day the wound was recieved on, roll health vs. and average to easy target # if it was caused by a normal or decently kept weapon.  Modify the target # by what caused the wound (rusty, bloody, dirty, wooden, whatever)
   Or another method, roll Health vs. a target # of 3 + wound level +/- modifiers for the damaging weapon, etc.
   You could also of course throw in mods for the environment, medical care, etc.  if infection sets in.

Callan S.

Quote from: Sneaky Git
Quote from: Noon
Quote from: CazThere are rules for infection (the sickness/disease/aging rules) and there are rules for bleeding after a battle (the same bleeding rules)

I think the question isn't of what effects infection has (which may be listed), but when it occurs. Personally I'm glad it isn't laid in stone...it would influence whether such things should be ignored or handled narratively rather that rule wise.

As for bleeding after battle, a page number would be nice and all, rather than just a contrary interjection. :)

Bleeding rules can be found on pages 96-99 of the main rulebook.  Basically, after combat, anyone with First Aid can make a check (each wound is considered separate) to stem the flow of blood.  A successful check reduces Blood Loss by 3 for every success.

I didn't mention it, but I was hoping someone would point me to the bleeding rates for outside of combat, and to the time it takes to do a first aid check like that. Without those times, the rest is useless. BTW, I'm not complaining, its a useful framework to start from, but it isn't covered on those page numbers.
Quote

Once the bleeding has stopped, long-term healing may begin, working in a similar fashion.  First Aid is not required for Level 1 or 2 wounds.  Level 5 wounds (ick...these are nasty...) need the skills of a Chirurgeon.

At the end of each week a [HT/Pain of Individual Wound] roll may be made (once again, a single roll per wound), each success lowering the Pain (and TN for the next weeks roll) by 1.  This roll is modified by conditions (location and medical assistance) and injury (cutting, piercing, etc...) type.

Infection, as far as I can tell, is not mentioned specifically.  One could, conceivably, utilize the Sickness/Disease rules on pages 98-99 to approximate the effects of infection.  I'm not certain how I would handle it, but will think on it.

Chris

As I said, it may list effects, but it doesn't list how their arrived at. Not a problem in my mind, but its hardly a complete mechanic.
Philosopher Gamer
<meaning></meaning>

Valamir

Quotebut its hardly a complete mechanic

[rant]
Complete.  I hate it when people start tossing Complete and Incomplete around.

A game is incomplete when it is missing some piece of information that is necessary to play.  If a game is missing necessary information than it can't be played...if it can be played, than obviously that piece of information is not necessary.

A game is complete when there is enough information provided to play and enjoy it.

I get hugely irritated when people use Complete and Incomplete when what they really mean is "I would have preferred additional detail"

[/rant]

Sorry Noon, you triggered a big pet peeve of mine.

Caz

Why would the bleeding rates change?  Keep doing the same thing.  It should only take a round to apply pressure to a wound.  After that you can slow things down, bandage, make first aid rolls if you feel it necessary, begin healing.  Simple :)

Thanaeon

Quote from: CazWhy would the bleeding rates change?  Keep doing the same thing.  It should only take a round to apply pressure to a wound.  After that you can slow things down, bandage, make first aid rolls if you feel it necessary, begin healing.  Simple :)

A good point, though I'd also like to point out something... It would make sense for the bleeding to slow at least a bit outside of combat... Quite simply, because when you're no longer threatened with objects of nasty sharpness and people with harmful (in relation to you) intentions, your heart can start beating slower, and this should have some relevance to the amount of bleeding. Not sure how much, but a difference between 60 and 120 beats per minute should also affect bleeding rate, unless I'm missing something.

Salamander

Quote from: Thanaeon
Quote from: CazWhy would the bleeding rates change?  Keep doing the same thing.  It should only take a round to apply pressure to a wound.  After that you can slow things down, bandage, make first aid rolls if you feel it necessary, begin healing.  Simple :)

A good point, though I'd also like to point out something... It would make sense for the bleeding to slow at least a bit outside of combat... Quite simply, because when you're no longer threatened with objects of nasty sharpness and people with harmful (in relation to you) intentions, your heart can start beating slower, and this should have some relevance to the amount of bleeding. Not sure how much, but a difference between 60 and 120 beats per minute should also affect bleeding rate, unless I'm missing something.

Well... as you loose blood your heart beats faster to keep the pressure up and thus the amount of oxygen getting to vital parts. So as you bleed out, you heart rate increases until there is too little blood for the heart to move, at which time it basically begins to pump nothing and er.. stops...
"Don't fight your opponent's sword, fight your opponent. For as you fight my sword, I shall fight you. My sword shall be nicked, your body shall be peirced through and I shall have a new sword".

Thanaeon

Well, I guess RPG'ing is a very educational hobby that can teach you all kinds of wacky things! :-)

Durgil

Excuse me if I'm rehashing an old point, but it doesn't make any sense to me why someone with a better Health (HT) would bleed to death slower than someone with a lower HT.  Bleeding from a level four wound should IMO cause pretty much anyone to bleed to death in roughly the same amount of time.  Think about a person getting their arm lopped off.  That happening to a veteran is less likely only because of their expertise as compared to someone with less experience, but if it happens the veteran and novice will roughly bleed to death in the same amount of time.

I also don't think it should matter whether it's during combat or not.  The only thing that should play a part is how much exertion does it take to speed up the process and by how much, and maybe some percentages of reduction for trying to get it stopped, like just putting your hand over it as opposed to a poor bandage as opposed to a good bandage as opposed to a tunicate.  IMO, HT should only have an affect on resisting infection, how serious the infection becomes, and the length of time the infection stays, though the other physical attributes I could see being used in conjunction with HT.

Are there any doctors/nurses or EMT's that can conform or dispute these opinions?
Tony Hamilton

Horror has a face... and you must make a friend of horror.  Horror and moral terror are your friends.  If they are not then they are enemies to be feared.  They are truly enemies.